Ulvenwald Mystics

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Ulvenwald Primordials

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Uncommon

Combos Browse all

Ulvenwald Mystics

Creature — Human Shaman Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics.

Ulvenwald Mystics Discussion

sanobanat0 on Suck it Chandler, Ulrich Can be Good!!!

2 years ago

Thanks! I agree with all of your suggestions and have adapted the deck accordingly. I cut a few low-mana werewolves like Reckless Waif and Hinterland Hermit, mostly because they were cards that lost a lot of their value past turn 3. As for Ulvenwald Mystics  Flip, I'm keeping it in for now mostly because it is a 1-mana regenerate in an Aggro deck, which has a lot of value even if he isn't always transformed. Also, a friend of mine suggested I move Kessig Cagebreakers and Wolfir Silverheart off of my sideboard and into my deck. What do you think? Thank you!

LittleBlueHero on Suck it Chandler, Ulrich Can be Good!!!

2 years ago

Hey there. I am also working on an Ulrich list. Nothing solid yet but I found a foil on ebay for 2 bucks and its too shiny not to command something.

Ruric Thar, the Unbowed is the best "Spell-Whack" (never heard that term but I like it) that you can run in these colors.

The Dragonlair Spider produces 1/1 tokens that won't get any bonuses from your tribe and in the grand scheme of things aren't that intimidating. Most of the time it won't keep anyone from casting anything.

Damage to the face however? Well, now thats something that gives people pause. And sure you MAY take damage from it too but you know its coming and can play around it better. Chances are someone tries to take him out before your next turn, no surprise he eats removal quickly. Running him along with Gratuitous Violence is even more of a deterrent.

The best way I can tell you to start cutting cards is to cut cards that don't do anything when they hit the board first. Ulvenwald Mystics  Flip for example is decent on the backside but when he isn't transformed he's not worthy of a spot in the 100 in any deck.

There aren't enough Werewolves/Wolves that really are good enough on their own so you will have to make some tougher decisions eventually. Just try not to run bad cards for the sake of the tribe. It can still be a Werewolf/Wolf deck if you have a handful of random other creatures (which you do already).

graybones on Werewolves of Modern

3 years ago

Vicks I had been wondering the same thing about Huntmaster of the Fells  Flip, even with Moonmist my deck really doesn't want to be flipping werewolves back and forth. Ulvenwald Mystics was a card I'd never heard of but I'm definitely going to be trying that one out in this build. Also replacing the Scorned Villager  Flip with the Gatstaf Shepherd  Flip does seem better in a more aggressive shell like I have.

Vicks on Werewolves of Modern

3 years ago

Good catch on the Crumble to Dust, pauginxz. It's less color intensive than my suggestion of Sowing Salt. I agree with swapping out Scorned Village, too. The ramp isn't too necessary for a deck like that. As suggested, Gatstaf Shepherd  Flip is a fantastic replacement at the same CMC that turns into a evasive beater. If you want to go one higher on the CMC, Daybreak Ranger  Flip can be fun, but given its penchant for removal, it's probably more of a sideboard card. Ulvenwald Mystics can turn into a decent beater that can be ridiculously hard to remove if you can leave any green mana up.

I want to like Huntmaster of the Fells  Flip. It's a great card, but the problem with him is that he's a bit of a non-bo with Immerwolf. Every single werewolf wants to transform and stay transformed. Huntmaster wants to constantly flip back and forth to get value out of the transformation triggers. By all means, try him out, he just doesn't look as good on paper.

Xica on Werewolves and casting/playing spells

3 years ago

Werewolves - like Ulvenwald Mystics  Flip - transform (or not transfrom) if:
- 1(/2) spells have been cast last turn
- by the same player

What options are in modern to not cast spells, but otherwise cheat them in to play, like with AEther Vial?
What options exist to deny spell casting from player?
Is there a way to replace cast effect with something like "players can't cast spells, any player may put in play permanents with mana cost equal to or less than -insert variable here-"?

TheAmazingSalsa on First plains/forest

3 years ago

Ok, it's your first deck and I respect that, and please do not take it as me being a douchebag, I really just want to help you out!


You said in your description that you wanted life gain, but your deck is heavily centered around heavy hitters and not much about lifelink. I would say that you're better off with aggro rather than lifegain, but I'll give you some suggestions:

LANDS

Drop the 2 Opulent Palace, get 3 more Blossoming Sands, and you're running way too many lands, I suggest you drop 9, so your deck has 60 cards exactly, more than that will just throw you off your game.

CREATURES

Nothing that has constellation will do much for you, because you simply don't run enough Enchantments, so I'd cut Eidolon of Blossoms, Humbler of Mortals and Harvestguard Alseids, they'll just be dead cards most of the time.

You should choose 2 heavy hitters for your deck, I'd say keep the Woodborn Behemoths and drop Wardscale Dragon, Ulvenwald Mystics  Flip and Duskdale Wurm.

Also, there are cards that just don't do enough, or cards that can be replaced with much better and cheap (as in, less than 50 cents at your local game store) cards that will make your deck be more efficient, those cards are: Dragon Bell Monk, Highland Game, Kitesail Scout, Oreskos Sun Guide, Oreskos Swiftclaw, Satyr Grovedancer, Soulmender and Trained Caracal.

This will leave you with 14 cards that you can fill with:

4x Sunblade Elf

4x Ajani's Sunstriker

3 more Sedge Scorpion

3x Ajani's Pridemate

INSTANTS

there are some instants that are just underwhelming, they seem good but they won't do much and they can be switched for much better cards that fit your playstyle. I would drop Hold at Bay, Pressure Point, Savage Surge and Strip Bare.

I prefer Giant Growth over Titanic Growth, you should run a playset of one of the cards, but that's really up to you!

this will open up 5 spots, my suggestion is:

1 more Shape the Sands

4x Giant Growth or Titanic Growth

SORCERIES

Lose Incremental Growth, it's just too expensive to be useful in a deck that's not centered around counters, Phytoburst is weaker than Titanic Growth and similar cards, so I wouldn't keep it. As for Commune with the Gods and Alive / Well, they feel useless in this strategy.

Seek the Horizon is worse than Explosive Vegetation, but, again, that's up to you.

This will open up 4 spots, here are the suggestions:

2 more Lay of the Land

3 more Explosive Vegetation

ENCHANTMENTS

I'm going to be blunt, they're all terrible. I'm sorry to be a dick like this, but not one of those enchantments will do much for you, except for Bound in Silence, but Pacifism is essentially better.

My suggestion is, drop all of those enchantments and get 4 Pacifisms.


I'm sorry this became a huge text, and I'm terribly sorry if I came off to strong, I only mean to help! Much love!

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